Can one use Shadowblade’s “Unseen Weapon” on unarmed strikes?


Unseen Weapon (Su): As a standard action, you can wrap any melee weapon you wield in a layer of shifting shadows. This causes the weapon to darken, become less distinct, and leave a trail of shadow behind it as it moves. Your weapon must be in hand and ready to use for you to draw upon this power. You can dismiss the effect with a free action; dropping or sheathing the weapon also ends the effect.

It specifies "any melee weapon you wield" and "Your weapon must be in hand", and I think fists and feet are not able to accomplish those requisites, but just in case, it doesn’t hurt to ask.

Against which AC do you check on the strikes of the Tiger Claw discipline?

As the title says. If, let’s say, I catch my opponent flat-footed and use Claw at the Moon, do I check against flat-footed AC or complete AC?

Claw at the Moon:

As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Jump check’s DC is equal to your target’s AC. If this check succeeds your attack deals +2d6 damage. if this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm it. If your check fails, you can still attack but deal no extra damage or gain a bonus to confirm a critical hit. The maneuver is still considered expended.

Can a 6th level monk choose to not deal magical damage with unarmed strikes?

In my campaign we have a 6th level monk. She has:

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The party is fighting a homebrew boss, a Mage Eater, who is immune to magical damage. Does this mean the monk would have no way of dealing damage to it with her Unarmed Strikes? Or can she decide to make nonmagical attacks while attacking with her body?


Some notes:

  • She would be able to deal nonmagical damage with one of her nonmagical weapons.
  • This question is not about whether this homebrew monster is balanced or not.

How can you make Aegis Augmented Weapon and Crystallize Weapon suit options work with unarmed strikes?

How can you make Aegis Augmented Weapon and Crystallize Weapon suit options work with unarmed strikes?

Augmented Weapon

The astral suit coats the aegis’s weapon. The weapon is treated as if it was one size category larger for damage purposes. The aegis does not suffer any penalties for wielding the weapon. This ability does not stack with effects that increase the aegis’s size category, such as expansion. The aegis must be at least 6th level to select this customization.

and

Crystallized Weapon

The aegis’s astral suit envelopes his melee weapon. The weapon is treated as if made from deep crystal. This treats the weapon as a masterwork weapon if it was not already, and the aegis can pay two power points to charge the weapon with psionic energy which deals 2d6 additional points of damage on its next hit. The weapon stays charged for 1 minute or until it successfully hits, whichever comes first.

Interactions between unarmed strikes, negative strength and an unconscious target

Consider this improbable yet possible scenario (which nonetheless came up at our table last night):

A PC is unconscious and currently making Death Saving Throws. A weak (8 Strength) and hostile NPC tries to punch the PC to kill it for good.

Attack rolls against an Unconscious character have advantage and any attack that hits the character is a Critical Hit if the attacker is within 5 feet of the character

The NPC rolls with advantage and beats the PC’s AC. It is therefore a critical hit.

If an Unconscious character takes damage while at 0 HP, they automatically fail one death saving throw, or 2 death saves if the damage is from a critical hit. Massive Damage can still outright kill the character so damage should still be rolled and if it equals or exceeds their max HP then they die

Ok, so that’s 2 failed Death Saving Throws for the PC! Let’s calculate the damage, just in case…

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head–butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

Here, 1 + STR = 0. The hit deals 0 damage. Does that even count as damage then?

Does the attack actually provoke failed Death Saving Throws? If so, how many? Can an unarmed strike even crit if there are no dice being thrown?

How would you optimize a multiclass druid/monk for DPR assuming Natural Weapons are considered Unarmed Strikes?

Assuming that the Unarmored Defense, and Flurry of Blows features both work with the Druid’s Wild Shape feature, what is the optimal DPR build for a Druid/Monk multiclass, and what are the notable break points for this particular multiclass?

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
PHB, page 67

Also assume that Natural Weapons are considered Unarmed Strikes, as per the the description of Alter Self:

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.
PHB, page 212

Given access to any appropriate Beast, as well as having the option to choose either:
a) Multi-attack from the Beast entry, or
b) Extra Attack from the appropriate Monk level
What is the highest DPR possible?

Other assumptions:

  • 27 Point Buy
  • Official D&D Content only, excluding Unearthed Arcana

Do Steel Wind Strike’s melee spell attacks have advantage if the caster is under the effect of the Invisibility spell?

The Invisibility spell (PHB, p. 254) says:

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

And the spell Steel Wind Strike (XGE, p. 166) says:

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

If a spellcaster under the effect of an Invisibility spell casts Steel Wind Strike, would they have advantage on all five melee spell attacks, or only on the first one?